This stuff is based off my early shadow mapping experiments where I replaced the draw_exp path with some XreaL GLSL shadowmapping code.
It still supported the old ARB shaders for custom effects besides the GLSL path. However projected lights where broken and there was no cascased shadow mapping solution for sun lights.
I also implemented a deferred lighting path but it had bad texture filtering issues when objects had a big distance to other objects behind them.
It still supported the old ARB shaders for custom effects besides the GLSL path. However projected lights where broken and there was no cascased shadow mapping solution for sun lights.
I also implemented a deferred lighting path but it had bad texture filtering issues when objects had a big distance to other objects behind them.